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About this mod

Overhauls all 6 magic perk trees, providing more interesting perk options, better ways to role-play, and a more well-rounded magic progression system. Construct a skeleton army, win favors from your patron Divine, unlock the secrets of Daedric artifacts, fuel your spells with the power of blood, weave shadows and control minds - and so much more.

Translations available on the Nexus

Version 2.5.5

Arcane Strike > Quick fix to turn off the effect when you equip a non-bound weapon.

Version 2.5.4

-Added "Ring of the Beast" and "Ring of the Erudite" to Forbidden Knowledge

-Removed FX shader from Aura of Light. This was mistakenly left in for testing.

-Both types of Bone Walkers have been re-skinned and now have new animations. This also makes them much faster, so you won't leave them behind.

-Bone Walkers can no longer use spells; instead, they have powerful claw attacks. Giving them elemental salts with Crypt Lore gives them elemental claw attacks.

-Updated Lord of Bones description

-Updated Crypt Lore 1 and 2 description

-Added recipe message when creating skeletons

-Added another check to prevent the player from creating duplicate shadows with Shadow Weaver

-Fixed "Favored Child: Auriel" description

Version 2.5.3

Scrubbed out the last of the stubborn SKSE scripts! You can kiss your SKSE dependency goodbye. :)

Removed a script from Relentless that was duplicating the weapon speed adjustment.

Took out the USLEEP dependency. Easy come, easy go...

Version 2.5.2

Quick fix: Forgot to include the extended utility script in the zip file, which would prevent the Ritual enchantment full-moon boost from functioning

Version 2.5

Time for an update! In preparation for moving to SE, I've been making a lot of changes to remove the dependency on SKSE. Most of these changes are under the hood and will not be visible to users. Other changes will have a minor impact on how perks function, because there was no way to perfectly duplicate the existing functionality in those cases.

Added a slight delay to Adaptability when switching resistances, to avoid glitches caused by being continuously bombarded.

Changed Spell Mastery to use a list of valid spells, to prevent accidentally storing spells that shouldn't apply. Spell package mods will need to update their compatibility patches to add their valid spells to this new list.

Changed Blood To Power to remove SKSE dependency > Now removes a percentage of your max HP on casting, where the % depends on the level of the spell used. Compatibility patches will need to be updated.

Updated Piercing Cold > Does 30% of BASE magnitude as additional damage > compatibility patches will need to be updated if they add new frost magiceffects.

Added a fix to "Slow" frost effects to update the target's speed when the effect starts instead of when the target changes animations (this is a vanilla bug).

Enchanter's Ritual > Now gives you a set of plain robes with the Ritual enchantment which you can break down to learn the enchantment, to avoid issues where the knowledge of the enchantment wasn't sticking.

Changed Draconic Infusion to remove SKSE dependency > Grants the power "Draconic Infusion". When used, a dragon soul is consumed and the next enchantment you create is powered up by 50%.

Telepathy > Cannot be used while your weapon is drawn.

Added a dependency on USLEEP. Everyone should have it anyway, and too many things are broken without it.

Fixed a script on Aura of Light that was breaking invisibility.

Updated Midas Touch to remove SKSE dependency > Should now be much more stable.

Version 2.4.1

Removed the accidental dependency on Hearthfre and USLEEP.

Version 2.4

-HUGE oversight on my part - most of the zombie perks have not been working since I took out the background scripts. Strangely, only one or two of you noticed that something was wrong. Go figure. Anyway, it's fixed now.

-Overhauled Forbidden Knowledge. So here's the deal: There are a large list of enchantments from the base game (+DLC) that can be learned. Forbidden Knowledge will give you a NEW enchantment that very closely resembles the one on the item, except balanced for scaling and other things. Some items cannot be disenchanted in this manner, either a) because the enchantment is really just a placeholder for a quest, or b) the enchantment is just a vanilla enchantment with a fancy name. This setup solves all instability issues; HOWEVER, it also means that mod-added items cannot be disenchanted with Forbidden Knowledge, and if you have a mod that alters the enchantments on unique items, those changes will not be reflected in the enchantment you get through Forbidden Knowledge.

-Added Adaptability.

-Changed prompt for Midas Touch from "Aurify" to "Turn to Gold".

-Added condition to prevent Midas Touch from being used on dead things, which includes furniture and inanimate objects.

-Bone Dragons will now benefit from Crypt Lore 2, gaining a more powerful elemental shout.

-Fixed the Immolate double explosion. Will now only explode once.

-Added a lesser type of Bone Walker to the list of constructable skeletons (avaiable with Bonecraft 2) > This creature was taken from my spell package mod, Lost Grimoire, and moved to PoS for better compatibility,

-Increased the speed of all Bone Walkers by 50%, which will hopefully prevent some of the frustration with them lagging behind.

-Bone Walkers will now regenerate health over time, like other skeletons.

Version 2.3

Bone Walker > Changed soul gem requirement from Grand to Greater

Call of the Master > I couldn't replicate the issue with this, but I added a small catch-all condition that might help

Crypt Lore > Second rank spells cast by skeletons will no longer harm your allies if they happen to get caught in the splash radius. This should prevent friendly-fire incidents.

Words and Deeds > Offering will now disappear after it has been accepted by your patron.

Favored Child: Mephala > Now has the correct effect.

Praying at shrines and casting Favored Child will now level Restoration

Forbidden Knowledge > Added an "ignore" list for weapons and armor with enchantments that are completely borked and/or dummies for quests. So far, this list contains Zephyr, Ring of Namira, and Ring of Hircine, because those effects cannot be duplicated as useable enchantments.

Version 2.2

Dust To Dust: Fire and turn undead spells will now trigger Dust to Dust. I forgot to add this functionality back in after the change away from background scripts.

Lost Grimoire Patch: Updated

Forgotten Magic Patch: Updated

Version 2.1

All perks are now tagged for ASIS compatibility. Follow the instructions in the FAQ for applying ASIS to PoS.

Thirsty Blade: No longer uses Apply Combat Hit Spell, for greater compatibility with other overhaul mods. Patches for mods that add new bound weapons will need to be updated.

Version 2.0

Bonecraft: Bone Wights now require only a Lesser soul gem to craft instead of a Common soul gem

Removed ALL instances of background scripts. This is essentially the nuclear option against script freezing. See the sticky note on the comments page for more info and update instructions.

Divine Avenger: Now only works for unenchanted weapons. This was a necessary sacrifice on the alter of removing background scripts.

Version 1.7

Did some fancy footwork with the internal architecture to remove a call to OnMagicEffectApply() that was attached to the player. For users with certain mods, this event would be triggered constantly, up to several times a second, which would completely overwhelm the script engine and cause it to freeze. This is one reason why some people had no issues and other people had constant issues. The call to OnMagicEffectApply() has been done away with, so anyone experiencing script freezes should get relief from the issue.

Version 1.6

Overhauled the main background script so that it uses less memory. This should fix most instances of script issues people have been experiencing.

Frostborn: Now requires actually having Frostborn to trigger

Immolate: Now requires actually having Immolate to trigger

Version 1.5

Fixed texture file path for the Bone Walker

Changed the second rank of each Student perk to require at least level 50 in that skill. Being able to get that perk at level 35 was providing too much power too soon.

Overhauled the functionality of Forbidden Knowledge. The enchantments you recieve will now be much more usable and stable. To accomplish this, I had to edit several unique items present in the game. I did not, however, edit any of the daedric artifcats, for people who like to play with mods that change the enchantments on the artifacts. This means that if you DO use one of those mods, the enchantment you recieve from an artifact with Forbidden Knowledge will not match the enchantment you see on the item itself. Additionally, if you use Forbidden Knowledge to learn the enchantment from a mod-added item, the enchantment you recieve may function a bit strangely, or not at all, depending on how the mod author structured the enchantment.

Added additional conditions to Shadow Weaver to prevent you from making phantoms from inanimate objects. Derr herr.

Version 1.4

Enchanter's Ritual: You will now retain the knowledge of the Ritual enchantment through reloads.

Forbidden Knowledge: You will now retain all the enchantments you've learned through reloads. Hidden shield enchantments now work.

Version 1.3

Piercing Cold: Rank 1 now applies to targets with 50% or more frost resistance; rank 2 applies to everyone, regardless of frost resistance.

Ossuary: Bone Horses and Bone Dragons now have a chance to return a filled soul gem.

Renamed "Skeletal Dragon" to "Bone Dragon", to match the other constructable skeletons

Lord of Bones: Now allows you to create an additional type of minion - the Bone Walker. The Bone Walker cannot use weapons, but it has a powerful claw attack, and unlike the Bone Dragon it can be ordered to follow you.

Version 1.2

Changed Divine Avenger so that it won't conflict with other perk mods that rely on Apply Combat Hit Spell perks. If you use another perk mod (ie, Ordinator) alongside PoS, you need this update.

Version 1.1

Added some condition checks to the main background script to make sure that it terminates cleanly. This should fix a lot of the "word walls aren't working" problems some people have experienced.

Donations

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Overview:Walk the Path of Sorcery, and become a true master of the arcane!

Path of Sorcery is a complete overhaul of Skyrim's magic perk trees: Alteration, Conjuration, Destruction, Enchanting, Illusion, and Restoration. This mod aims to improve the experience of playing a mage by providing more interesting perk options and more ways to role-play, but without turning Skyrim's magic system into something alien.

The vanilla magic perk trees tend to be pretty boring, and lack the depth needed to make progression interesting. Almost every perk is either "do x% more damage" or "spells cost x% less to cast". Your perk choices have no real weight - almost no new functionality can be unlocked, and you can become a master of EVERYTHING, even when it doesn't make sense.

Path of Sorcery fixes everything that is wrong with Skyrim's magic progression system, and adds all sorts of exciting goodies on top of that. There's too much packed into this mod to explain in a short summary, so take a look at the info below to get a sense of all the awesome waiting for you!

Features:

Completely overhauls all 6 magic perk trees

Improves and expands the magic system, but without turning it into something alien

Allows you to specialize in different types of magic, customizing your play style

Perk sinks have been replaced with perks that add gameplay and functionality. Passive boosts are less common, and more interesting than a flat increase.

Can be installed on top of some of the popular perk overhaul mods, such as PerMa or Ordinator (see Compatibility Notes section)

Novice, Apprentice, Adept, Expert, and Master perks have been done away with, and the new perks that take their place will allow spell power and cost to scale dynamically with your skill level. You will find yourself becoming more powerful as your skill level increases. Your level 50 Arch-Mage will be able to throw much more devastating fireballs with less effort than your level 10 apprentice.

Many vanilla bugs and annoyances have been fixed (see the "Other Tweaks" section further down the page for details)

Requirements:

Dawnguard

Dragonborn

**As of version 2.5.3, SKSE is no longer required! Versions before 2.5.3 MUST have SKSE 1.7.3+!Installing on an existing save:Although this mod is recommended for a new game, you CAN use Path of Sorcery with an existing character. The first time you load the game with Path of Sorcery installed, your magic perk points will be automatically refunded so that you can re-spec your character.

NOTE: If you want to install this mod on top of another perk overhaul mod, such as Ordinator (compatible mods are listed below), or if you want to switch to this mod from another magic perk mod, you need to start a new game! Otherwise the buffs from mod-added magic perks you selected earlier will still be active in the background, and the refund won't give you back all the perk points you should have. (The ONLY exception to this is if your character hasn't invested any perk points in any of the magic trees)

Alteration Dual Casting (20) > Dual casting an Alteration spell overcharges the effects into an even more powerful version.

Mind Over Matter (20/45) > Increases the duration of Protection spells like Stoneflesh by 1/2% per your Alteration level.

Careful Preparation (25) > Grants the lesser power "Careful Preparation". When used, the next spell you cast will be re-cast at no cost when you enter combat. Cannot be used to store Master-level spells. Lasts for 1 hour.

Mage Armor (30/50/70) > If not wearing armor, gain 5/10/15% chance to take no damage from attacks and armor spells are 2/2.5/3x as strong.

Synergy (40/70) > While affected by a flesh spell, all spells you cast are 10/20% stronger.

Adaptability (45) > Whenever you are hit by a weapon, poison, or spell, you gain 25% resistance to that type of damage for 15 seconds. Resistance type switches the next time you are hit.

Intrinsic Knowledge (50) > Choose a magic school. Spells from that school cost 25% less magicka to cast.

Blood To Power (60/90) > (Toggle) When active, every spell costs 25/35% less magicka to cast and has 25/35% greater magnitude and duration, but you lose a percentage of your max health on casting. (Novice=2.5/2%, Appren.=5/3.5%, Adept=8/5%, Expert=11.5/7%, Master=15.5/9%)

Atronach (60/90) > 60/95% chance to absorb the magicka of any spell that hits you, taking no damage. Base magicka regeneration is reduced by 70/90%

Bastion (70) > While affected by a flesh spell, if your health falls below 15% you are protected by an impenetrable shield for 5 seconds. 30 second recharge time.

Strength In Reserve (70) > Choose a stat: Magicka , Health, or Stamina. When combat starts, the chosen stat is damaged by 25 points. Afterwards, if you lose more than 90% of that stat while still in combat, the stat is fully restored. Only occurs once per battle.

Transmutate (75) > Transform your own flesh, gaining one permanent ability: Water-breathing, night-vision, or feather-falling. *Night-vision adjusts dynamically based on light level and time of day.

Midas Touch (90) > Once a day, activate an opponent with less than 50% health to transform them into a pile of gold. The gold pile grows by 10 Septims for each point of health remaining. *The target drops all their items, including quest items, so nothing is lost - only the flesh is transformed*

Spell Mastery (100) > The next spell you cast is infused into your very soul, transforming it into a lesser power that can be cast instantly for no magicka. (10 second cooldown between casts).

Summoner (30/70) > Can summon Atronachs, Daedra, and Familiars twice/three times as far away. When your health is low, Atronachs, Daedra, and Familiars require 70/90% less magicka to summon but have 50/70% duration.

Necromancy (30) > Raised or summoned undead have doubled duration; duration is increased by another 50% for fresh corpses.

Gatekeeper (35/60) > Activate a friendly summoned daedra, atronach, or familiar to send it back to Oblivion, regaining 50/100 magicka. *Second ranks allows any daedra, friendly or hostile, summoned or not, to be banished

Witch's Familiar (50) > Grants the spell "Chose Familiar". Your chosen atronach, daedra, or familiar will have 2x duration, and while active it will boost the power of your spells by 15%and your magicka regeneration rate by 50%.

Plague Carrier (50) > Reanimated undead will cause disease damage to opponents within melee range; when killed, vicious vermin spawn from the undead corpse, as long as it has not turned to ash.

Ancient Tongues (50) > Created skeletons can be given simple commands and called to your location.

Crypt Lore (55/70) > Created skeletons can be given Fire Salts, Frost Salts, or Void Salts/for a second time. Doing so increases their magicka pool by 100/by a further 100 and grants them access to a powerful/devastating spell of that type.

Ghost Dance (60/80) > While you have a bound weapon equipped, you have a 15/30% chance to turn ethereal for 2/3 seconds while an opponent is power attacking.

Gift Of The Master (70) > Can give 10% of your maximum health, magicka, and/or stamina to a friendly summoned daedra, atronach, or familiar, boosting its stat by 10x the amount sacrificed. The borrowed health, magicka, and/or stamina is returned when it dies.

Chosen Disciple (75) > Can gift a created skeleton with your mark of power, boosting their health by 100 and protecting them from fatal harm. You can only have 1 disciple at a time; making another skeleton your disciple will remove the mark of power from your previous disciple.

Arcane Strike (80) > Power attacks with bound weapons send out a wave of arcane energy that damages nearby foes and causes them to stagger.

Elemental Potency (80) > Conjured Atronachs are more powerful and have access to higher level spells.

Dark Souls (80) > Reanimated undead have their health increased by 3 per your level and can be raised an infinite number of times.

Elementalist (40) > Your elemental spells become 5% more powerful every time you use a destruction spell with a different element than the previous spell used. Effect stacks if another elemental destruction spell is cast within 10 seconds. Boost caps at 30%.

Seizure (70) > Targets that have run out of magicka are paralyzed for 3 seconds. 30 second cooldown.

Wildfire (80) > Fire spells have chance to consume the target in unquenchable flames for 20 seconds. During that time, the target will flee in terror, spreading fire wherever they go. (Chance to induce Wildfire increases as the target's health decreases)

Power Surge (80) > Shock spells have a 10% chance to deal twice as much damage, and a 1% chance to deal 5 times as much damage.

Ambush (80) > Runes deal twice as much damage if the target is unaware that anything is amiss.

Phoenix Rising (100) > Once an hour, if your health falls below 20%, you become cloaked in flames for 30 seconds. During that time, you rapidly regenerate health and your fire spells are 50% stronger. (Can only choose 1 elemental mastery)

Arctis Tor (100) > Once an hour, if your health falls below 20%, your power flares out and surrounds you with deadly icicles. For 30 seconds afterward, your skin is protected with a layer of ice that deflects 80% of incoming damage, and your frost spells are 50% stronger. (Can only choose 1 elemental mastery)

Stormlord (100) > Once an hour, if your health falls below 20%, you emit a pulse of electricity that steals 100 magicka from each nearby target. For 30 seconds afterwards, your shock spells are 50% stronger and have a chance to cause electrocution. (Can only choose 1 elemental mastery)

Sigils Of Power (30) > Elemental enchantments on weapons and armor are 20% stronger.

Attuned To Shor (35) > Enchantments placed on weapons and armor made of metal or stony materials - such as iron, dwarven, glass, and ebony - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)

Attuned To Kyne (35) > Enchantments placed on weapons and armor made of natural materials - such as leather, chitin, dragon, and stalhrim - are 15% stronger. (Cannot have both Attuned To Shor and Attuned To Kyne)

Sigils of Skill (40) > Skill enchantments on armor are 20% more powerful and level skills 10% faster when worn.

Soul Siphon (40) > Death blows to creatures and people trap 10% of the victim's soul, recharging the weapon.

Enchanter's Ritual (40) > Grants the Ritual enchantment. While wearing robes or armor imbued with this enchantment, any item enchanted during the witching hour (12-1am) is 20% more powerful. If the full moon is shining during the ritual, created enchantments are 40% more powerful.

Elemental Might (70) > Elemental enchantments on weapons have a 30% chance to deal twice as much damage to resistant targets; elemental enchantments on armor have a 30% chance to shield you from elemental damage if you health is below 15%.

Overflow (70) > Health, magicka, and stamina enchantments on armor have a 10% chance to restore 5% of your maximum health, magicka, or stamina every second during combat.

Twin Moons (75) > Can put two enchantments on one item.

Forbidden Knowledge (100) > Grants the power "Forbidden Knowledge". Use this power while you have an artifact in your inventory to copy its enchantment to a Token, which can then be disenchanted. Works for almost every unique item, including Daedric artifacts, dragon priest masks, and religious amulets. **See the readme for a list of items that work with Forbidden Knowledge.**

Draconic Infusion (100) > Grants the power "Draconic Infusion". When used, a dragon soul is consumed and the next enchantment you create is powered up by 50%.

Telepathy (40) > Grants the lesser power "Telepathy", which allows you to see through the eyes of another. Magicka is consumed to maintain the telepathic link. Foreign Minds allows you to see through the eyes of undead, daedra, and automatons.

Shadow Weaver (40) > While undetected, activate a target to transform their shadow into a hostile mirror phantom for 30 seconds.

Geas (50) > Activate a calmed target to turn them into an ally for 5 minutes. You can only have one enthralled ally at a time. Peaceful targets have a chance to become hostile after the geas ends. Calm spells now work on higher level opponents.

Fratricide (50) > Frenzied targets deal 30% more damage to other members of their race and 30% more damage to faction allies. Effect stacks. Frenzy spells work on higher level opponents.

Calm = Those enthralled by Geas will now be enthralled forever; attacking a calmed target will result in a critical strike that does 2x damage. Fear = You now absorb magicka and stamina from those afflicted by fear. Scared To Death restores 50 health to you when it claims a victim. Frenzy = Those affected by frenzy will now gain increased magicka, stamina, and attack power as long as they are not in combat with the player. Courage = Arise will now last for 30 seconds and has no cooldown; Courage spells grant boosted health regeneration. Telepathy = Telepathy now siphons off the victim's magicka to maintain the connection before using your own; while a telepathic connection is intact, you are invisible and invulnerable. Shadow = Shadow phantoms gain 3 HP per player level, and will linger beyond the death of the one casting the shadow.

Patron God (25/55) > Praying at a shrine grants you the divine's favor for 3/7 in-game days, magnifying the blessing from the shrine by 25/50%. Can only have 1 patron at a time. Patronage can be lost by acting against the divine's teachings.

Recovery (30/50) > Magicka regenerates 70/100% faster with less than 25% magicka remaining, 40/60% faster with less than 50%, and 20/30% faster with less than 100%.

Life Link (40) > Healing spells create a Life Link between you and the target for 15 seconds. When the target takes damage, 15 stamina per second is drained from you to restore 10 health per second to the target.

Fear The Dawn (45/65) > Fire, sun, and turning spells are 30/50% more powerful against undead.

Mage Ward (40/60/80) > Wards are 2/2.5/3x stronger and cost 20/35/50% less magicka to cast if not wearing any chest armor.

Guardian (50/75) > Once/three times a day, if you have a divine's favor, an ethereal guardian will appear at your side.

Bolster The Ranks (55) > Those affected by Aura of Light deal 10% more damage.

Spell Mod Compatibility Notes (aka, How To Make Patch):*None of the guidelines below should be used for enchantments or alchemical effects, ONLY spells!*These scripts should ONLY be added to the PRIMARY effect(s), NOT to secondary effects like DeepFreze/Disintegrate/IntenseFlames or Respite.

1) If a mod adds new Alteration/Conjuration/Destruction/Illusion/Restoration spells...-Add all Novice spells to the IMP_AllSpells_Novice formlist-Add all Apprentice spells to the IMP_AllSpells_Apprentice formlist-Add all Adept spells to the IMP_AllSpells_Adept formlist-Add all Expert spells to the IMP_AllSpells_Expert formlist-Add all Master spells to the IMP_AllSpells_Master formlist-Add ALL spells that should be compatible with Spell Mastery to the IMP_SpellMastery_ValidSpells formlist-Add ALL spells that should NOT be compatible with Spell Mastery to the IMP_SpellMastery_excludeList formlist

2) If the mod adds new fire/frost/shock spells, AND uses the vanilla fire/frost/shock magic effects...it's compatible! OTHERWISE: -Add script IMP_DES__Fire to the new fire magic effects, and auto-fill the properties (some may need to be filled by hand) -Add script IMP_DES__Frost to the new frost magic effects, and auto-fill the properties (some may need to be filled by hand) -Add script IMP_DES__Shock to the new shock magic effects, and auto-fill the properties (some may need to be filled by hand)

4) If the mod adds new fear/frenzy/calm/courage spells, AND uses the vanilla fear/frenzy/calm/courage effects....it's compatible! OTHERWISE: -Add script IMP_ILL__InfluenceFear to the new fear magic effects, and auto-fill the properties -Add script IMP_ILL__InfluenceCalm to the new calm magic effects, and auto-fill the properties -Add script IMP_ILL__InfluenceFrenzy to the new frenzy magic effects, and auto-fill the properties -Add script IMP_ILL__InfluenceCourage to the new courage magic effects, and auto-fill the properties -Add keyword IMP_K_MagicInfluenceRally to any new courage magic effects *Make sure you add the right script to the corresponding MasterOfTheMind magic effects as well!

5) If the mod adds new healing spells, AND uses the vanilla "restore health" magic effects...it's compatible! OTHERWISE: -Add script IMP_RES__restoreHealth to the new healing magic effects, and auto-fill the properties

6) If a mod adds new bound weapons that should take advantage of the new bound weapon perks... -Add keyword IMP_K_BoundWeapon to the weapon record -Take a look at the enchantments on the vanilla bound weapons, and copy over the 3 new magic effects (and their conditions) added by PoS into the enchantments on the NEW bound weapons.

7) If a mod adds new daedra, familiar, or atronach summoning spells that should be compatible with Witch's Familiar... a. Add the new summoning spells to the IMP_WitchFamiliar_SpellRefs formlistb. Add the magiceffects for those spells to the IMP_WitchFamiliar_MagicEffRefs formlist. The index for the spell should match the index for the magiceffect!!NOTE: If a summoning spell has more than 1 magiceffect, create a sub-formlist for all the magiceffects of that spell, and add the sublist to IMP_WitchFamiliar_MagicEffRefs. (See the sublists for the vanilla atronachs for an example of how to do this.)

8) If a mod changes the enchantment on any of the items that can be learned with Forbidden Knowledge...-PM me for guidance if you can't work out how to update the Token enchantments

@$#%! Help! Nothing is working! DO YOU HAVE SKSE verion 1.7.3 or above? -If you haven't updated your SKSE in a while, update it!DO YOU HAVE Dawnguard and Dragonborn? -If not, Path of Sorcery simply won't work for you. DO YOU HAVE the latest Unofficial Skyrim Patches, or USLEEP? -These mods are a must-have for fixing vanilla bugsARE YOUR INIs "Tweaked"? Do you use any sort of "hacks", besides ENBoost? -INI "tweaks" WILL BREAK YOUR GAME. So will a lot of performance "hacks". Revert your INIs to the default values. DO YOU HAVE another mod that edits perks? -See the Compatibility section. Path of Sorcery can only be installed over perk overhauls that don't entirely re-write how the game works. PerMa Mage, Requiem, and Skyre CANNOT be used with Path of Sorcery. ARE YOU switching to this mod from another magic perk mod on an existing character? -Bad move. Go re-read the "Installing on an existing save" section.

FAQQ: What mods need compatibility patches, and where do I get them?A:Mods that add new spells, change artifact enchantments, or mess with shrines will need patches. Some patches can be downloaded from the "Files" section. Patches for Apocalypse, Elemental Destruction Magic, Vile Art of Necromancy, etc, are maintained my DrMonops, and are linked in the sticky in the comments section.Q: Is this mod compatible with ___?A: If it edits magic perks or magic perk trees, probably not. There are a few exceptions to this listed in the compatibility section, but keep in mind: If two mods edit the same thing, skyrim will ONLY use the version in the mod loaded LAST. So it would be a pointless exercise to try to use Path of Sorcery with another magic perk overhaul mod. Just pick one.Q: Is this mod compatible with ASIS?A:Yes! To make this mod work with ASIS, make the following changes to your ASIS ini files: -Add "_noASIS" under [NPCExclusions] in AutomaticSpells.ini-Add "PathOfSorcery.esp" under [PerkModInclusions] in AutomaticPerks.ini

Q: I don't like perk x. Can you change it?A: If the reason you don't like perk x is because of a bug, or because it's super OP or completely useless, then I can probably do something about that. Submit a bug report. If you don't like perk x because it just rubs you the wrong way...you might want to go find another magic perk mod that suits you better.Q: Yeah but seriously, x part of this mod sucks/isn't lore friendly/already exists in another mod. A: I don't care. Go bother someone else.

Q: TES5Edit says that this mod has a lot of "Identical to Master" errors....should I clean it?A: NO. Do NOT clean this mod. It has already been cleaned. Those "errors" are there for a very specific reason, and the mod won't work without them. Just make sure to load POS last and everything will work fine.

DO NOT CLEAN THIS MOD. DO NOT CLEAN THIS MOD.DON'T TOUCH ANYTHING IN TES5EDIT UNLESS YOU REALLY REALLY ABSOLUTELY NO KIDDING KNOW WHAT YOU'RE DOING. Most people don't know what they're doing. Yes, I'm talking to you. SO DON'T TOUCH IT. Okay? Okay.

Q: My papyrus log is spitting out errors for Path Of Sorcery. Should I be worried?A: No. And turn off your papyrus logs. They're only useful in you're trying to find the cause of a CTD. For anything else, they won't tell you anything useful, they'll hog your processing power, and most "errors" they find are benign anyway. So seriously - turn off your papyrus logs.

Q: Dark souls, The Relentless, Plague Carrier, Feel No Pain...none of the zombie perks are working! (And my zombies don't follow me through load doors, either).A: You have another mod in your load order that is adding a "reanimation ability" to your raised zombies, preventing the reanimation ability in PoS from taking effect. Search your mods - if you have anything that affects zombies or reanimation, go talk to the author of that mod. They have probably implemented their own Apply Reanimation Ability perk, which means that that mod will inherently conflict with PoS.

Credits

Bone Horse textures are edited versions of Ph0rce's arvak textures, which are compiled for modder use in the Nexus Creature Resource mod: (http://www.nexusmods.com/skyrim/mods/49682/?)